Remove uniform names from top of GrGLProgram.cpp, builder responsible for "u" and stage num tags.
Also add LF eol-style property to some files in src/gpu/effects.
Review URL: http://codereview.appspot.com/6448049/
git-svn-id: http://skia.googlecode.com/svn/trunk@4770 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/gpu/effects/GrGradientEffects.cpp b/src/gpu/effects/GrGradientEffects.cpp
index 3769e21..375b783 100644
--- a/src/gpu/effects/GrGradientEffects.cpp
+++ b/src/gpu/effects/GrGradientEffects.cpp
@@ -214,8 +214,7 @@
const GrCustomStage&);
virtual ~GrGLRadial2Gradient() { }
- virtual void setupVariables(GrGLShaderBuilder* builder,
- int stage) SK_OVERRIDE;
+ virtual void setupVariables(GrGLShaderBuilder* builder) SK_OVERRIDE;
virtual void emitVS(GrGLShaderBuilder* builder,
const char* vertexCoords) SK_OVERRIDE;
virtual void emitFS(GrGLShaderBuilder* builder,
@@ -273,19 +272,19 @@
fIsDegenerate = data.isDegenerate();
}
-void GrGLRadial2Gradient::setupVariables(GrGLShaderBuilder* builder, int stage) {
+void GrGLRadial2Gradient::setupVariables(GrGLShaderBuilder* builder) {
// 2 copies of uniform array, 1 for each of vertex & fragment shader,
// to work around Xoom bug. Doesn't seem to cause performance decrease
// in test apps, but need to keep an eye on it.
- fVSParamUni = builder->addUniform(GrGLShaderBuilder::kVertex_ShaderType,
- kFloat_GrSLType, "uRadial2VSParams", stage, 6);
- fFSParamUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
- kFloat_GrSLType, "uRadial2FSParams", stage, 6);
+ fVSParamUni = builder->addUniformArray(GrGLShaderBuilder::kVertex_ShaderType,
+ kFloat_GrSLType, "Radial2VSParams", 6);
+ fFSParamUni = builder->addUniformArray(GrGLShaderBuilder::kFragment_ShaderType,
+ kFloat_GrSLType, "Radial2FSParams", 6);
// For radial gradients without perspective we can pass the linear
// part of the quadratic as a varying.
if (builder->fVaryingDims == builder->fCoordDims) {
- builder->addVarying(kFloat_GrSLType, "Radial2BCoeff", stage,
+ builder->addVarying(kFloat_GrSLType, "Radial2BCoeff",
&fVSVaryingName, &fFSVaryingName);
}
}
@@ -467,8 +466,7 @@
const GrCustomStage&);
virtual ~GrGLConical2Gradient() { }
- virtual void setupVariables(GrGLShaderBuilder* builder,
- int stage) SK_OVERRIDE;
+ virtual void setupVariables(GrGLShaderBuilder* builder) SK_OVERRIDE;
virtual void emitVS(GrGLShaderBuilder* builder,
const char* vertexCoords) SK_OVERRIDE;
virtual void emitFS(GrGLShaderBuilder* builder,
@@ -528,14 +526,14 @@
fIsDegenerate = data.isDegenerate();
}
-void GrGLConical2Gradient::setupVariables(GrGLShaderBuilder* builder, int stage) {
+void GrGLConical2Gradient::setupVariables(GrGLShaderBuilder* builder) {
// 2 copies of uniform array, 1 for each of vertex & fragment shader,
// to work around Xoom bug. Doesn't seem to cause performance decrease
// in test apps, but need to keep an eye on it.
- fVSParamUni = builder->addUniform(GrGLShaderBuilder::kVertex_ShaderType,
- kFloat_GrSLType, "uConical2VSParams", stage, 6);
- fFSParamUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
- kFloat_GrSLType, "uConical2FSParams", stage, 6);
+ fVSParamUni = builder->addUniformArray(GrGLShaderBuilder::kVertex_ShaderType,
+ kFloat_GrSLType, "Conical2VSParams", 6);
+ fFSParamUni = builder->addUniformArray(GrGLShaderBuilder::kFragment_ShaderType,
+ kFloat_GrSLType, "Conical2FSParams", 6);
fVSParamLocation = GrGLProgramStage::kUseUniform;
fFSParamLocation = GrGLProgramStage::kUseUniform;
@@ -543,7 +541,7 @@
// For radial gradients without perspective we can pass the linear
// part of the quadratic as a varying.
if (builder->fVaryingDims == builder->fCoordDims) {
- builder->addVarying(kFloat_GrSLType, "Conical2BCoeff", stage,
+ builder->addVarying(kFloat_GrSLType, "Conical2BCoeff",
&fVSVaryingName, &fFSVaryingName);
}
}